Is there an overview of TorqueDemo & .cs files?
by Peter Siedle · in Torque Game Engine · 01/20/2006 (6:51 am) · 5 replies
Hi All
I've just a Torque engine license last week.
I've Done the Getting Started Tutorial and read the Scripting documentation.
I've used other 3D api's in the past, so am not new to 3D programming in general.
However, I was wondering if there's an Overview document for the TorqueDemo app anywhere?
Ie. what cs files are loaded when and why?
I'm trying to unravel the app myself at the moment (and will continue), but it seems quite complex with one cs file loading other cs files, which then load others!
I'm trying to start out with a very basic app:-
say a very simple model viewer:
1 model, 1 camera and that's it.
The model loads into the app via cs file.
The camera orbiting the model / or rot the model & keep the camera fixed via the mouse & / or keyboard.
Plus a few gui buttons moving the camera to fixed views of the model.
So no sky, terrain, player, etc to start off with!!
I tried deleting the sky, but then the image buffer doesn't seem to refresh for the sky area or something, because objects in the sky area never get cleared.
I tried deleting the terrain and the player just keeps falling - so I guess gravity and player mass are set in one of the cs files!?!?
Thanks in advance for any advice or links
Pete
PS.
Is it just me or do others find the programming resources a little confusing to search because it seems to house both torque scripting stuff & c++ SDK stuff!?
I've just a Torque engine license last week.
I've Done the Getting Started Tutorial and read the Scripting documentation.
I've used other 3D api's in the past, so am not new to 3D programming in general.
However, I was wondering if there's an Overview document for the TorqueDemo app anywhere?
Ie. what cs files are loaded when and why?
I'm trying to unravel the app myself at the moment (and will continue), but it seems quite complex with one cs file loading other cs files, which then load others!
I'm trying to start out with a very basic app:-
say a very simple model viewer:
1 model, 1 camera and that's it.
The model loads into the app via cs file.
The camera orbiting the model / or rot the model & keep the camera fixed via the mouse & / or keyboard.
Plus a few gui buttons moving the camera to fixed views of the model.
So no sky, terrain, player, etc to start off with!!
I tried deleting the sky, but then the image buffer doesn't seem to refresh for the sky area or something, because objects in the sky area never get cleared.
I tried deleting the terrain and the player just keeps falling - so I guess gravity and player mass are set in one of the cs files!?!?
Thanks in advance for any advice or links
Pete
PS.
Is it just me or do others find the programming resources a little confusing to search because it seems to house both torque scripting stuff & c++ SDK stuff!?
#2
Thanks for the reply & advice.
Yes, Torque seems good in lots of ways and has lots of tutorials, articles & resources.
This last point is almost a problem, in that it's difficult to see the wood for the trees :)
Still it makes a change to have too much information to sift through.
Anyway, I managed to find an article at:
http://tdn.garagegames.com/wiki/Working_with_the_TGE_Example
which seems to be along the lines of what I was after.
Hope the link is of use to others.
Thanks again, I'll keep digging.
Pete
01/23/2006 (7:01 am)
Hi Thanks for the reply & advice.
Yes, Torque seems good in lots of ways and has lots of tutorials, articles & resources.
This last point is almost a problem, in that it's difficult to see the wood for the trees :)
Still it makes a change to have too much information to sift through.
Anyway, I managed to find an article at:
http://tdn.garagegames.com/wiki/Working_with_the_TGE_Example
which seems to be along the lines of what I was after.
Hope the link is of use to others.
Thanks again, I'll keep digging.
Pete
#3
I use an old version of Tribal IDE, wich is a tribes 2 editor.
Anyway you have a lot of newer tools wich include debbuger as well.
I strongly recommend that you start using one, if you don't have one already.
01/23/2006 (11:48 am)
I forgot about something, do you have any Tool to edit CS and GUI files?I use an old version of Tribal IDE, wich is a tribes 2 editor.
Anyway you have a lot of newer tools wich include debbuger as well.
I strongly recommend that you start using one, if you don't have one already.
#4
thanks for the post.
Yes, I downloaded jedit & the tribe plugin.
I tried using it to debug, but it didn't seem to drop into the debugger when the app / script was run.
I need to investigate a little more I think :o)
In the meantime I've just been using the echo's in the script & looking in the console!
Cheers
Pete
01/25/2006 (4:16 am)
Hi Jorgethanks for the post.
Yes, I downloaded jedit & the tribe plugin.
I tried using it to debug, but it didn't seem to drop into the debugger when the app / script was run.
I need to investigate a little more I think :o)
In the meantime I've just been using the echo's in the script & looking in the console!
Cheers
Pete
#5
(edit: Uh, forgot to mention, they both have very functional debugging capabilities.)
01/25/2006 (4:34 am)
I recommend Torsion which is in public alpha but will not be free, and also Codeweaver, which is free. Both of them are editors designed from the ground up for TorqueScript editing. They are both very good products and I think you may benefit from trying both.(edit: Uh, forgot to mention, they both have very functional debugging capabilities.)
Torque 3D Owner Jorge Luis Gandulfo
I just started my frist serious project this month.
Torque is easy to start with, but if you want to take advantage of all the tools and options the engine give you, then you should spend some time playing arround with things until you familiarize.
There is a book about writing games with torque, im sure it can help you a lot, can't remember its name tough.
Anyway my recommendation is that you start doing little things separated, as test projects, maybe over the starter.fps for example.
You can then move on bigger projects when you feel ready.
Torque is easy once you familiarize with it, but it have so many features, that it just take time.
You have a lot of resources in this site, you should check some of em, maybe a good way to start is just applying some mods to the starter.fps.